[computer-go] Re: Opportunity to promote ...

2008-11-17 Thread Ingo Althöfer
Dear Bob Hearn, it is not what you have been looking for, but nevertheless I want to ask you if the title of your talk "Games Computers Can't Play" is still up-to-date. I would accept something like "Games Computers Could not play well before 2003", but Monte Carlo has changed our world. Ingo

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Michael Williams
Weston Markham wrote: I think that I have seen this sort of thing with Monte Carlo programs, and I think it is possible to get even less than "almost nothing". You may be getting overly-precise measurements of the Monte Carlo values of the moves near the beginning of the game, so that the played

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Weston Markham
On Mon, Nov 17, 2008 at 2:30 PM, Don Dailey <[EMAIL PROTECTED]> wrote: > On Mon, 2008-11-17 at 16:04 -0200, Mark Boon wrote: >> On another note, as an experiment I have a bot running on CGOS that >> is the ref-bot but instead of using a fixed number of simulations I >> use a fixed amount of time th

[computer-go] Opportunity to promote computer Go: possible to arrange a high-profile match?

2008-11-17 Thread Bob Hearn
On February 14th, I'm leading a symposium at the AAAS (American Association for the Advancement of Science) annual meeting in Chicago, called "Games People Play: Challenges of Applying Mathematics and Computers to Games". In that symposium I'm speaking on "Games Computers Can't Play", with

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Don Dailey
On Mon, 2008-11-17 at 16:04 -0200, Mark Boon wrote: > On another note, as an experiment I have a bot running on CGOS that > is the ref-bot but instead of using a fixed number of simulations I > use a fixed amount of time that slowly diminishes towards the end of > the game. The result is it d

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Mark Boon
On 17-nov-08, at 15:33, Don Dailey wrote: On Mon, 2008-11-17 at 13:17 -0200, Mark Boon wrote: 1- Capture a stone in atari with a certain probability (like David Fotland says he's doing). 2- Forbid playing on the 1st or 2nd line unless there's a stone within manhatten-distance 2. 3- Forbid put

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Don Dailey
On Mon, 2008-11-17 at 13:17 -0200, Mark Boon wrote: > > 1- Capture a stone in atari with a certain probability (like David > Fotland says he's doing). > 2- Forbid playing on the 1st or 2nd line unless there's a stone > within manhatten-distance 2. > 3- Forbid putting yourself into atari with a

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Mark Boon
On 17-nov-08, at 14:42, Michael Williams wrote: My reasoning is that more deterministic playouts are going to be stronger playouts (assuming they are done right), and so should contain less noise. But because you don't want to be playing the same playout over and over, you need plenty of

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Michael Williams
My reasoning is that more deterministic playouts are going to be stronger playouts (assuming they are done right), and so should contain less noise. But because you don't want to be playing the same playout over and over, you need plenty of randomness near the start of the playout. Mark Boon w

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Mark Boon
On 17-nov-08, at 13:36, Michael Williams wrote: You'll probably have to test more than one percentage on each type. It's possible (and likely, I think) that 50% could result in worse play while something like 20% results in better play. Also, I'd like to re-submit my idea of increasing t

Re: [computer-go] RefBot (thought-) experiments

2008-11-17 Thread Michael Williams
You'll probably have to test more than one percentage on each type. It's possible (and likely, I think) that 50% could result in worse play while something like 20% results in better play. Also, I'd like to re-submit my idea of increasing that number as the playout progresses. Mark Boon wrot

[computer-go] RefBot (thought-) experiments

2008-11-17 Thread Mark Boon
I'm doing some experiments with the ref-bot I implemented. It's basically the reference implementation as defined by Don but including the weighted AMAF formula used by Michael Williams. I'm trying to answer the following question in general (which leads to several more specific questions):

Re: [computer-go] FW: computer-go] Monte carlo play?

2008-11-17 Thread Darren Cook
> So you say that: "...I'm observing that most of the increase in level > comes from the selection during exploration and only in small part > from the selection during simulation.", could you elaborate at all? > This is very interesting. That almost suggests it might be fruitful > to use the patt

Re: [computer-go] FW: computer-go] Monte carlo play?

2008-11-17 Thread Magnus Persson
I have to add that it is possible that a large part of the advantage from using heavy playouts in valkyria comes from using the same code to bias the the exploration part of MCTS. I could probably test it by simply relying completely on AMAF with the proximity heuristic as the only bias.

Re: [computer-go] FW: computer-go] Monte carlo play?

2008-11-17 Thread Magnus Persson
I use a method inititally from the Mogo team that sorts of randomizes the position before running the heavy playout. One simply plays uniformly random *non contact* moves. The effect of this is that it preserves the shapes of stones on the board, but it prevents the heavy playouts from play